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Port physics interpolation docs from 3.6
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collision_shapes_3d | ||
large_world_coordinates | ||
troubleshooting_physics_issues | ||
interpolation/index |
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tutorials/physics/interpolation/2d_and_3d_physics_interpolation.rst
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.. _doc_2d_and_3d_physics_interpolation: | ||
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2D and 3D physics interpolation | ||
=============================== | ||
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Generally 2D and 3D physics interpolation work in very similar ways. However, there | ||
are a few differences, which will be described here. | ||
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Global versus local interpolation | ||
--------------------------------- | ||
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- In 3D, physics interpolation is performed *independently* on the **global | ||
transform** of each 3D instance. | ||
- In 2D by contrast, physics interpolation is performed on the **local transform** | ||
of each 2D instance. | ||
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This has some implications: | ||
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- In 3D, it is easy to turn interpolation on and off at the level of each ``Node``, | ||
via the ``physics_interpolation_mode`` property in the Inspector, which can be | ||
set to ``On``, ``Off``, or ``Inherited``. | ||
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.. figure:: img/physics_interpolation_mode.webp | ||
:align: center | ||
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- However this means that in 3D, pivots that occur in the ``SceneTree`` (due to | ||
parent child relationships) can only be interpolated **approximately** over the | ||
physics tick. In most cases this will not matter, but in some situations the | ||
interpolation can look slightly wrong. | ||
- In 2D, interpolated local transforms are passed down to children during | ||
rendering. This means that if a parent is set to ``physics_interpolation_mode`` | ||
``On``, but the child is set to ``Off``, the child will still be interpolated if | ||
the parent is moving. *Only the child's local transform is uninterpolated.* | ||
Controlling the on / off behavior of 2D nodes therefore requires a little more | ||
thought and planning. | ||
- On the positive side, pivot behavior in the scene tree is perfectly preserved | ||
during interpolation in 2D, which gives super smooth behaviour. | ||
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Resetting physics interpolation | ||
------------------------------- | ||
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Whenever objects are moved to a completely new position, and interpolation is not | ||
desired (so as to prevent a "streaking" artefact), it is the responsibility of the | ||
user to call ``reset_physics_interpolation()``. | ||
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The good news is that in 2D, this is automatically done for you when nodes first | ||
enter the tree. This reduces boiler plate, and reduces the effort required to get | ||
an existing project working. | ||
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.. note:: If you move objects *after* adding to the scene tree, you will still need | ||
to call ``reset_physics_interpolation()`` as with 3D. | ||
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2D Particles | ||
------------ | ||
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Currently only ``CPUParticles2D`` are supported for physics interpolation in 2D. It | ||
is recommended to use a physics tick rate of at least 20-30 ticks per second to | ||
keep particles looking fluid. | ||
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``Particles2D`` (GPU particles) are not yet interpolated, so for now it is | ||
recommended to convert to ``CPUParticles2D`` (but keep a backup of your | ||
``Particles2D`` in case we get these working). | ||
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Other | ||
----- | ||
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- ``get_global_transform_interpolated()`` - this is currently only available for 3D. | ||
- ``MultiMeshes`` - these should be supported in both 2D and 3D. | ||
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tutorials/physics/interpolation/advanced_physics_interpolation.rst
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.. _doc_advanced_physics_interpolation: | ||
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Advanced physics interpolation | ||
============================== | ||
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Although the previous instructions will give satisfactory results in a lot of games, | ||
in some cases you will want to go a stage further to get the best possible results | ||
and the smoothest possible experience. | ||
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Exceptions to automatic physics interpolation | ||
--------------------------------------------- | ||
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Even with physics interpolation active, there may be some local situations where | ||
you would benefit from disabling automatic interpolation for a | ||
:ref:`Node<class_Node>` (or branch of the :ref:`SceneTree<class_SceneTree>`), and | ||
have the finer control of performing interpolation manually. | ||
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This is possible using the :ref:`Node.physics_interpolation_mode<class_Node_property_physics_interpolation_mode>` | ||
property which is present in all Nodes. If you for example, turn off interpolation | ||
for a Node, the children will recursively also be affected (as they default to | ||
inheriting the parent setting). This means you can easily disable interpolation for | ||
an entire subscene. | ||
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The most common situation where you may want to perform your own interpolation is | ||
Cameras. | ||
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Cameras | ||
~~~~~~~ | ||
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In many cases, a :ref:`Camera3D<class_Camera3D>` can use automatic interpolation | ||
just like any other node. However, for best results, especially at low physics tick | ||
rates, it is recommended that you take a manual approach to camera interpolation. | ||
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This is because viewers are very sensitive to camera movement. For instance, a | ||
Camera3D that realigns slightly every 1/10th of a second (at 10tps tick rate) will | ||
often be noticeable. You can get a much smoother result by moving the camera each | ||
frame in ``_process``, and following an interpolated target manually. | ||
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Manual camera interpolation | ||
~~~~~~~~~~~~~~~~~~~~~~~~~~~ | ||
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Ensure the camera is using global coordinate space | ||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ | ||
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The very first step when performing manual camera interpolation is to make sure the | ||
Camera3D transform is specified in *global space* rather than inheriting the | ||
transform of a moving parent. This is because feedback can occur between the | ||
movement of a parent node of a Camera3D and the movement of the camera Node itself, | ||
which can mess up the interpolation. | ||
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There are two ways of doing this: | ||
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1) Move the Camera3D so it is independent on its own branch, rather than being a child of a moving object. | ||
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.. image:: img/fti_camera_worldspace.webp | ||
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2) Call :ref:`Node3D.top_level<class_Node3D_property_top_level>` and set this to ``true``, which will make the Camera ignore the transform of its parent. | ||
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Typical example | ||
^^^^^^^^^^^^^^^ | ||
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A typical example of a custom approach is to use the ``look_at`` function in the | ||
Camera3D every frame in ``_process()`` to look at a target node (such as the player). | ||
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But there is a problem. If we use the traditional ``get_global_transform()`` on a | ||
Camera3D "target" node, this transform will only focus the Camera3D on the target *at | ||
the current physics tick*. This is *not* what we want, as the camera will jump | ||
about on each physics tick as the target moves. Even though the camera may be | ||
updated each frame, this does not help give smooth motion if the *target* is only | ||
changing each physics tick. | ||
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get_global_transform_interpolated() | ||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ | ||
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What we really want to focus the camera on, is not the position of the target on | ||
the physics tick, but the *interpolated* position, i.e. the position at which the | ||
target will be rendered. | ||
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We can do this using the :ref:`Spatial.get_global_transform_interpolated<class_Node3D_method_get_global_transform_interpolated>` | ||
function. This acts exactly like getting :ref:`Spatial.global_transform<class_Node3D_property_global_transform>` | ||
but it gives you the *interpolated* transform (during a ``_process()`` call). | ||
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.. important:: ``get_global_transform_interpolated()`` should only be used once or | ||
twice for special cases such as cameras. It should **not** be used | ||
all over the place in your code (both for performance reasons, and | ||
to give correct gameplay). | ||
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.. note:: Aside from exceptions like the camera, in most cases, your game logic | ||
should be in ``_physics_process()``. In game logic you should be calling | ||
``get_global_transform()`` or ``get_transform()``, which will give the | ||
current physics transform (in global or local space respectively), which | ||
is usually what you will want for gameplay code. | ||
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Example manual camera script | ||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^ | ||
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Here is an example of a simple fixed camera which follows an interpolated target: | ||
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.. code-block:: gdscript | ||
extends Camera3D | ||
# Node that the camera will follow | ||
var _target | ||
# We will smoothly lerp to follow the target | ||
# rather than follow exactly | ||
var _target_pos : Vector3 = Vector3() | ||
func _ready() -> void: | ||
# Find the target node | ||
_target = get_node("../Player") | ||
# Turn off automatic physics interpolation for the Camera3D, | ||
# we will be doing this manually | ||
set_physics_interpolation_mode(Node.PHYSICS_INTERPOLATION_MODE_OFF) | ||
func _process(delta: float) -> void: | ||
# Find the current interpolated transform of the target | ||
var tr : Transform = _target.get_global_transform_interpolated() | ||
# Provide some delayed smoothed lerping towards the target position | ||
_target_pos = lerp(_target_pos, tr.origin, min(delta, 1.0)) | ||
# Fixed camera position, but it will follow the target | ||
look_at(_target_pos, Vector3(0, 1, 0)) | ||
Mouse look | ||
^^^^^^^^^^ | ||
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Mouse look is a very common way of controlling cameras. But there is a problem. | ||
Unlike keyboard input which can be sampled periodically on the physics tick, mouse | ||
move events can come in continuously. The camera will be expected to react and | ||
follow these mouse movements on the next frame, rather than waiting until the next | ||
physics tick. | ||
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In this situation, it can be better to disable physics interpolation for the camera | ||
node (using :ref:`Node.physics_interpolation_mode<class_Node_property_physics_interpolation_mode>`) | ||
and directly apply the mouse input to the camera rotation, rather than apply it in | ||
``_physics_process``. | ||
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Sometimes, especially with cameras, you will want to use a combination of | ||
interpolation and non-interpolation: | ||
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* A first person camera may position the camera at a player location (perhaps using :ref:`Spatial.get_global_transform_interpolated<class_Node3D_method_get_global_transform_interpolated>`), but control the Camera rotation from mouse look *without* interpolation. | ||
* A third person camera may similarly determine the look at (target location) of the camera using :ref:`Spatial.get_global_transform_interpolated<class_Node3D_method_get_global_transform_interpolated>`, but position the camera using mouse look *without* interpolation. | ||
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There are many permutations and variations of camera types, but it should be clear | ||
that in many cases, disabling automatic physics interpolation and handling this | ||
yourself can give a better result. | ||
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Disabling interpolation on other nodes | ||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | ||
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Although cameras are the most common example, there are a number of cases when you | ||
may wish other nodes to control their own interpolation, or be non-interpolated. | ||
Consider for example, a player in a top view game whose rotation is controlled by | ||
mouse look. Disabling physics rotation allows the player rotation to match the | ||
mouse in real-time. | ||
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MultiMeshes | ||
~~~~~~~~~~~ | ||
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Although most visual Nodes follow the single Node single visual instance paradigm, | ||
MultiMeshes can control several instances from the same Node. Therefore, they have | ||
some extra functions for controlling interpolation functionality on a | ||
*per-instance* basis. You should explore these functions if you are using | ||
interpolated MultiMeshes. | ||
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- :ref:`MultiMesh.reset_instance_physics_interpolation<class_MultiMesh_method_reset_instance_physics_interpolation>` | ||
- :ref:`MultiMesh.set_buffer_interpolated<class_MultiMesh_method_set_buffer_interpolated>` | ||
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Full details are in the :ref:`MultiMesh<class_MultiMesh>` documentation. |
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.. _doc_physics_interpolation: | ||
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Physics Interpolation | ||
===================== | ||
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.. toctree:: | ||
:maxdepth: 1 | ||
:name: toc-physics-interpolation | ||
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physics_interpolation_quick_start_guide | ||
physics_interpolation_introduction | ||
using_physics_interpolation | ||
advanced_physics_interpolation | ||
2d_and_3d_physics_interpolation |
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